Cortex Command

Cortex Command

Global Defense Initiative
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Update: 21 Nov, 2015 @ 9:05pm

Release 1.1g:
* [WEAPONS] Fuddled with the ZMG script so it should stop causing console errors.

Update: 10 Jun, 2015 @ 2:25pm

Release 1.1f:
* [WEAPONS] Reduced accuracy and muzzle velocity of the Compact Rifle, increased muzzle velocity of the Standard Rifle.
* [WEAPONS] Reduced effective firepower of the GDMPR. It's still superbly deadly, just not quite as much as in earlier builds.
* [ACTORS] Zone Troopers will no longer throw themselves prone when under attack.
* [ACTORS] The GDI Commando now has an infinite supply of Timed C4 that cannot be shared with other actors.

Update: 4 May, 2015 @ 12:56am

Release 1.1e:
* [CRAFT] Fixed Drop Pods being made out of the wrong material.

Update: 4 May, 2015 @ 12:51am

Release 1.1d:
* [ACTORS] Rebalanced actor materials fairly significantly.
* [WEAPONS] Rebalanced weapon gib limits fairly significantly.

Update: 1 May, 2015 @ 7:35pm

Release 1.1c:
* [ACTORS] Added the GDI Recon, a light and cheap 'militia' type unit best used as a sniper.
* [ACTORS] Added the Zone Raider, a heavyweight infantry unit good at hit-and-run attacks.
* [ACTORS] Added the GDI Commando, a fast and deadly specialist.
* [ACTORS] Slightly buffed the movement speed of Zone Troopers. Massively increased the protective value of the Zone Trooper's chestplate.
* [ACTORS] Increased the durability of the GDI Zone Armour material by around 20%.
* [MISC] Adjusted the standard metagame loadouts again; Infantry Light now uses Recons, and Sniper actually has an associated actor. A couple of basic presets have also been issued a Disc Grenade if they didn't have one already.
* [WEAPONS] Added the GDCRC, a special rail-carbine weapon just for the GDI Commando. The GDCRC is ID-locked to GDI Commandos and cannot be used by any other entity, even other GDI units.
* [WEAPONS] Reduced recoil on the GLS70 Sniper Rifle, increased recoil on the GDZMG.
* [WEAPONS] Added custom AIFireVel and AILifeTime values to several weapons to help the AI understand how to use them.
* [WEAPONS] Tweaked the trail effects on the GDMPR a little.
* [MISC] Tidied up material indices to avoid conflicts.
* [MISC] Added the GDI Recon, Zone Raider, and GDI Commando to UL2, along with the GDCRC as an AI-unusable weapon. This will probably break or upset existing UL2 games due to the way unlocking is tracked.

Update: 23 Apr, 2015 @ 1:46pm

Release 1.1b:
* [MISC] GDI Officer now spawns as the Infantry Brain Preset, as intended, and the preset now starts with a Heavy Digger.

Update: 21 Apr, 2015 @ 2:39pm

Release 1.1a:
* [WEAPONS] The Banshee now gibs things that it kills (limited to actors/doors/craft; it can't gib dropped weapons/tools/etc.) and has the correct goldcost. It also no longer draws the debug cone when firing (no more flashing dots).

Update: 20 Apr, 2015 @ 8:34am

Release 1.1:
* [WEAPONS] Added the Expermental "Banshee" Personal Sonic Emitter. This weapon fires somewhat slowly, but deals massive damage to everything in its cone of effect. Even then, the powerful sonic pulses can slowly shake apart fortified structures. Like the Brotherhood flamethrower and chemsprayer, the Banshee also damages allies, so use with caution. It is very much an offensive weapon.
* [WEAPONS] Slightly reduced disc grenade's max throw velocity. Don't worry, you can still throw them pretty damn far.
* [WEAPONS] Tuned shrapnel for disc grenades and AG79 grenades. Bouncy Airburst grenades generate less shrapnel. All grenades have a small amount of bouncing shrapnel.
* [WEAPONS] Reduced lifetime and sharpness on the LAW's armour-piercing particles to make them less absurd. Tightened proximity detonation range to compensate.
* [SCRIPTS] Adjusted energy retention and minimum speed values for bouncing shrapnel.
* [MISC] Removed assorted leftover gibs from the buy menus.
* [MISC] Added all actors to a new faction-specific actors category.

Update: 24 Mar, 2015 @ 12:14pm

Release 1e:
* [WEAPONS] Tweaked/standardized shrapnel for all explosives.
* [WEAPONS] Further tuning to the XMPIC's beam particles.
* [SCRIPTS] Fixed an issue with the XMPIC where it would draw an incomplete, incorrect beam on maps that had X-Wrapping.
* [SCRIPTS] Finetuned performance on the proxy detection for airburst grenades. They will also only be set off by actors now, not loose/dropped weapons and items.
* [MISC] Enabled loadouts file used for the standard campaign/metagame.

Update: 9 Mar, 2015 @ 9:57am

Release 1d:
* [WEAPONS] Tuned the XMPIC's assorted beam particles.
* [WEAPONS] Weight adjustments for pistols.
* [MISC] Fixed UL2/VW faction file for real this time hopefully maybe. Also fixed a number of items having the wrong prices.
* [ACTORS] Fixed durability on the Officer's beret to more appropriate levels.